695 lines
21 KiB
C#
695 lines
21 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 混音过滤器组件
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/// 主要用于声音特效
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/// 要使过滤器生效,必须有声音组件
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/// </summary>
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public partial class SoundReverbFilterComponent : Component
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{
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public static readonly System.Type thisType = typeof(SoundReverbFilterComponent);
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private SoundReverbFilterComponent(DummyClass__ dummy)
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{
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}
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/// <summary>
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/// 混音过滤器组件构造函数
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/// </summary>
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public SoundReverbFilterComponent()
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{
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ICall_SoundReverbFilterComponent_Bind(this);
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}
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/// <summary>
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/// 激活混音过滤器
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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}
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@endcode
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*/
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public void Attach()
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{
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ICall_SoundReverbFilterComponent_Attach(this);
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}
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/// <summary>
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/// 暂停混音过滤器
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Detach();
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}
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@endcode
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*/
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public void Detach()
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{
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ICall_SoundReverbFilterComponent_Detach(this);
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}
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public enum SoundReverbMode
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{
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OFF,
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GENERIC,
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PADDEDCELL,
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ROOM,
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BATHROOM,
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STONEROOM,
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AUDITORIUM,
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CONCERTHALL,
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CAVE,
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ARENA,
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HANGAR,
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HALLWAY,
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STONECORRIDOR,
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ALLEY,
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FOREST,
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CITY,
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MOUNTAINS,
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QUARRY,
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PLAIN,
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PARKINGLOT,
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SEWERPIPE,
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UNDERWATER,
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USER,
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}
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/// <summary>
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/// 获取与设置混音过滤器的种类
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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if (SoundReverbFilterComponent.SoundReverbMode.OFF != actor.GetComponent<SoundReverbFilterComponent>().ReverbMode)
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{
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actor.GetComponent<SoundReverbFilterComponent>().ReverbMode = SoundReverbFilterComponent.SoundReverbMode.OFF;
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}
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}
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@endcode
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*/
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public SoundReverbMode ReverbMode
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{
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get
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{
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return (SoundReverbMode)ICall_SoundReverbFilterComponent_GetReverbPreset(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetReverbPreset(this, (int)value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的回声密度
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().Density = 0.0f;
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}
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@endcode
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*/
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public float Density
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetDensity(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetDensity(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的回声扩散
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().Diffusion = 0.0f;
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}
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@endcode
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*/
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public float Diffusion
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetDiffusion(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetDiffusion(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的增益属性
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().Gain = 0.0f;
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}
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@endcode
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*/
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public float Gain
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetGain(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetGain(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的高频增益属性
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().GainHF = 0.0f;
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}
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@endcode
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*/
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public float GainHF
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetGainHF(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetGainHF(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的混音衰减
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().DecayTime = 0.0f;
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}
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@endcode
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*/
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public float DecayTime
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetDecayTime(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetDecayTime(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的高频衰减
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().DecayHFRatio = 0.0f;
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}
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@endcode
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*/
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public float DecayHFRatio
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetDecayHFRatio(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetDecayHFRatio(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的低频衰减
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().DecayLFRatio = 0.0f;
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}
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@endcode
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*/
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public float DecayLFRatio
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetDecayLFRatio(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetDecayLFRatio(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的回声增益属性
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ReflectionsGain = 0.0f;
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}
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@endcode
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*/
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public float ReflectionsGain
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetReflectionsGain(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetReflectionsGain(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的回声衰减属性
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ReflectionsDelay = 0.0f;
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}
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@endcode
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*/
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public float ReflectionsDelay
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetReflectionsDelay(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetReflectionsDelay(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的混音增益
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ReverbGain = 0.0f;
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}
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@endcode
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*/
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public float ReverbGain
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetReverbGain(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetReverbGain(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的混音衰减
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ReverbDelay = 0.0f;
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}
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@endcode
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*/
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public float ReverbDelay
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetReverbDelay(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetReverbDelay(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的回声时间
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().EchoTime = 0.0f;
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}
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@endcode
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*/
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public float EchoTime
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetEchoTime(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetEchoTime(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的调制深度
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().EchoDepth = 0.0f;
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}
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@endcode
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*/
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public float EchoDepth
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetEchoDepth(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetEchoDepth(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的调制时间
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ModulationTime = 0.0f;
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}
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@endcode
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*/
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public float ModulationTime
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetModulationTime(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetModulationTime(this, value);
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}
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}
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/// <summary>
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/// 获取与设置混音过滤器的调制深度
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("sound");
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if (null != actor)
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{
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actor.GetComponent<SoundSource>().Play();
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actor.AddComponent<SoundReverbFilterComponent>();
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actor.GetComponent<SoundReverbFilterComponent>().Attach();
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actor.GetComponent<SoundReverbFilterComponent>().ModulationDepth = 0.0f;
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}
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@endcode
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*/
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public float ModulationDepth
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{
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get
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{
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return ICall_SoundReverbFilterComponent_GetModulationDepth(this);
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}
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set
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{
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ICall_SoundReverbFilterComponent_SetModulationDepth(this, value);
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}
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}
|
|
|
|
/// <summary>
|
|
/// 获取与设置混音过滤器的媒介增益
|
|
/// </summary>
|
|
/**@brief<b>示例</b>
|
|
*@code{.cpp}
|
|
Actor actor = ActorManager.FindActiveActor("sound");
|
|
if (null != actor)
|
|
{
|
|
actor.GetComponent<SoundSource>().Play();
|
|
actor.AddComponent<SoundReverbFilterComponent>();
|
|
actor.GetComponent<SoundReverbFilterComponent>().Attach();
|
|
actor.GetComponent<SoundReverbFilterComponent>().AirGainHF = 0.0f;
|
|
}
|
|
@endcode
|
|
*/
|
|
public float AirGainHF
|
|
{
|
|
get
|
|
{
|
|
return ICall_SoundReverbFilterComponent_GetAirGainHF(this);
|
|
}
|
|
set
|
|
{
|
|
ICall_SoundReverbFilterComponent_SetAirGainHF(this, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取与设置混音过滤器的高频基准频率
|
|
/// </summary>
|
|
/**@brief<b>示例</b>
|
|
*@code{.cpp}
|
|
Actor actor = ActorManager.FindActiveActor("sound");
|
|
if (null != actor)
|
|
{
|
|
actor.GetComponent<SoundSource>().Play();
|
|
actor.AddComponent<SoundReverbFilterComponent>();
|
|
actor.GetComponent<SoundReverbFilterComponent>().Attach();
|
|
actor.GetComponent<SoundReverbFilterComponent>().HFReference = 0.0f;
|
|
}
|
|
@endcode
|
|
*/
|
|
public float HFReference
|
|
{
|
|
get
|
|
{
|
|
return ICall_SoundReverbFilterComponent_GetHFReference(this);
|
|
}
|
|
set
|
|
{
|
|
ICall_SoundReverbFilterComponent_SetHFReference(this, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取与设置混音过滤器的低频基准频率
|
|
/// </summary>
|
|
/**@brief<b>示例</b>
|
|
*@code{.cpp}
|
|
Actor actor = ActorManager.FindActiveActor("sound");
|
|
if (null != actor)
|
|
{
|
|
actor.GetComponent<SoundSource>().Play();
|
|
actor.AddComponent<SoundReverbFilterComponent>();
|
|
actor.GetComponent<SoundReverbFilterComponent>().Attach();
|
|
actor.GetComponent<SoundReverbFilterComponent>().LFReference = 0.0f;
|
|
}
|
|
@endcode
|
|
*/
|
|
public float LFReference
|
|
{
|
|
get
|
|
{
|
|
return ICall_SoundReverbFilterComponent_GetLFReference(this);
|
|
}
|
|
set
|
|
{
|
|
ICall_SoundReverbFilterComponent_SetLFReference(this, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取与设置混音过滤器的空间衰减
|
|
/// </summary>
|
|
/**@brief<b>示例</b>
|
|
*@code{.cpp}
|
|
Actor actor = ActorManager.FindActiveActor("sound");
|
|
if (null != actor)
|
|
{
|
|
actor.GetComponent<SoundSource>().Play();
|
|
actor.AddComponent<SoundReverbFilterComponent>();
|
|
actor.GetComponent<SoundReverbFilterComponent>().Attach();
|
|
actor.GetComponent<SoundReverbFilterComponent>().RoomRolloff = 0.0f;
|
|
}
|
|
@endcode
|
|
*/
|
|
public float RoomRolloff
|
|
{
|
|
get
|
|
{
|
|
return ICall_SoundReverbFilterComponent_GetRoomRolloff(this);
|
|
}
|
|
set
|
|
{
|
|
ICall_SoundReverbFilterComponent_SetRoomRolloff(this, value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取与设置混音过滤器的高频衰减界限
|
|
/// </summary>
|
|
/**@brief<b>示例</b>
|
|
*@code{.cpp}
|
|
Actor actor = ActorManager.FindActiveActor("sound");
|
|
if (null != actor)
|
|
{
|
|
actor.GetComponent<SoundSource>().Play();
|
|
actor.AddComponent<SoundReverbFilterComponent>();
|
|
actor.GetComponent<SoundReverbFilterComponent>().Attach();
|
|
if (!actor.GetComponent<SoundReverbFilterComponent>().DecayHFLimit)
|
|
{
|
|
actor.GetComponent<SoundReverbFilterComponent>().DecayHFLimit = true;
|
|
}
|
|
}
|
|
@endcode
|
|
*/
|
|
public bool DecayHFLimit
|
|
{
|
|
get
|
|
{
|
|
return ICall_SoundReverbFilterComponent_GetDecayHFLimit(this);
|
|
}
|
|
set
|
|
{
|
|
ICall_SoundReverbFilterComponent_SetDecayHFLimit(this, value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|